Improve grenades (#349)
- Reduce collision-checking interval - Increase initial velocity of grenade entity - Make grenade blast damage scaling more realistic
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682f63d74b
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703a3bbc50
2 changed files with 14 additions and 9 deletions
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@ -21,7 +21,7 @@ minetest.register_entity("shooter:grenade_entity", {
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end,
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end,
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on_step = function(self, dtime)
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on_step = function(self, dtime)
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self.timer = self.timer + dtime
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self.timer = self.timer + dtime
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if self.timer > 0.2 then
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if self.timer > 0.1 then
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local pos = self.object:getpos()
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local pos = self.object:getpos()
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local above = {x=pos.x, y=pos.y + 1, z=pos.z}
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local above = {x=pos.x, y=pos.y + 1, z=pos.z}
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if minetest.get_node(pos).name ~= "air" then
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if minetest.get_node(pos).name ~= "air" then
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@ -41,26 +41,25 @@ minetest.register_tool("shooter:grenade", {
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inventory_image = "shooter_hand_grenade.png",
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inventory_image = "shooter_hand_grenade.png",
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on_use = function(itemstack, user, pointed_thing)
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on_use = function(itemstack, user, pointed_thing)
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if not minetest.settings:get_bool("creative_mode") then
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if not minetest.settings:get_bool("creative_mode") then
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itemstack = ""
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itemstack:take_item()
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end
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end
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-- clarification for future readers: grenade can be used only if player points at nothing (line 47)
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if pointed_thing.type ~= "nothing" then
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if pointed_thing.type ~= "nothing" then
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local pointed = minetest.get_pointed_thing_position(pointed_thing)
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local pointed = minetest.get_pointed_thing_position(pointed_thing)
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if vector.distance(user:getpos(), pointed) < 10 then
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if vector.distance(user:get_pos(), pointed) < 10 then
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shooter:blast(pointed, 2, 25, 5)
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shooter:blast(pointed, 2, 25, 5)
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return
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return
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end
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end
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end
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end
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local pos = user:getpos()
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local pos = user:get_pos()
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local dir = user:get_look_dir()
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local dir = user:get_look_dir()
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local yaw = user:get_look_yaw()
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local yaw = user:get_look_yaw()
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if pos and dir then
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if pos and dir then
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pos.y = pos.y + 1.5
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pos.y = pos.y + 1.5
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local obj = minetest.add_entity(pos, "shooter:grenade_entity")
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local obj = minetest.add_entity(pos, "shooter:grenade_entity")
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if obj then
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if obj then
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obj:setvelocity({x=dir.x * 15, y=dir.y * 15, z=dir.z * 15})
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obj:set_velocity({x = dir.x * 20, y = dir.y * 20, z = dir.z * 20})
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obj:setacceleration({x=dir.x * -3, y=-10, z=dir.z * -3})
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obj:set_acceleration({x=dir.x * -3, y=-10, z=dir.z * -3})
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obj:setyaw(yaw + math.pi)
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obj:set_yaw(yaw + math.pi)
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local ent = obj:get_luaentity()
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local ent = obj:get_luaentity()
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if ent then
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if ent then
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ent.player = ent.player or user
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ent.player = ent.player or user
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@ -384,6 +384,8 @@ function shooter:blast(pos, radius, fleshy, distance, user)
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minetest.set_node(pos, {name="tnt:boom"})
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minetest.set_node(pos, {name="tnt:boom"})
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end
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end
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end
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end
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-- Explosion particles
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if SHOOTER_ENABLE_PARTICLE_FX == true then
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if SHOOTER_ENABLE_PARTICLE_FX == true then
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minetest.add_particlespawner(50, 0.1,
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minetest.add_particlespawner(50, 0.1,
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p1, p2, {x=-0, y=-0, z=-0}, {x=0, y=0, z=0},
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p1, p2, {x=-0, y=-0, z=-0}, {x=0, y=0, z=0},
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@ -391,6 +393,8 @@ function shooter:blast(pos, radius, fleshy, distance, user)
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0.1, 1, 8, 15, false, "tnt_smoke.png"
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0.1, 1, 8, 15, false, "tnt_smoke.png"
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)
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)
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end
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end
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-- Damage to objects within range
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local objects = minetest.get_objects_inside_radius(pos, distance)
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local objects = minetest.get_objects_inside_radius(pos, distance)
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for _,obj in ipairs(objects) do
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for _,obj in ipairs(objects) do
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if (obj:is_player() and SHOOTER_ALLOW_PLAYERS == true) or
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if (obj:is_player() and SHOOTER_ALLOW_PLAYERS == true) or
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@ -398,7 +402,7 @@ function shooter:blast(pos, radius, fleshy, distance, user)
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obj:get_luaentity().name ~= "__builtin:item") then
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obj:get_luaentity().name ~= "__builtin:item") then
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local obj_pos = obj:getpos()
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local obj_pos = obj:getpos()
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local dist = vector.distance(obj_pos, pos)
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local dist = vector.distance(obj_pos, pos)
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local damage = (fleshy * 0.5 ^ dist) * 3
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local damage = fleshy * (0.707106 ^ dist) * 3
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if dist ~= 0 then
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if dist ~= 0 then
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obj_pos.y = obj_pos.y + SHOOTER_EYE_HEIGHT
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obj_pos.y = obj_pos.y + SHOOTER_EYE_HEIGHT
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blast_pos = {x=pos.x, y=pos.y + 4, z=pos.z}
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blast_pos = {x=pos.x, y=pos.y + 4, z=pos.z}
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@ -411,6 +415,8 @@ function shooter:blast(pos, radius, fleshy, distance, user)
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end
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end
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end
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end
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end
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end
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-- Node blasting using LVM
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if SHOOTER_ALLOW_NODES and SHOOTER_ENABLE_BLASTING then
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if SHOOTER_ALLOW_NODES and SHOOTER_ENABLE_BLASTING then
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local pr = PseudoRandom(os.time())
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local pr = PseudoRandom(os.time())
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local vm = VoxelManip()
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local vm = VoxelManip()
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